Introduction
Challenges
Principles
Goals
Website
WarmUps
"Good For"
Puzzle
Interactive Lecture
Collaborative Learning
High/Low Tech
Retention
Satisfaction
Resources
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Two
Principles
-
IT can be
used for good or evil
Learning technologies should be designed to
increase, and not to reduce, the amount of
personal contact between students and faculty
on intellectual issues.
(Study Group on the Conditions of Excellence
in American Higher Education, 1984)
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The
three critical factors:
- student-student interaction
- student-faculty interaction
- time on task
Alexander W. Astin
"What matters in college?: four critical years revisited"
Jossey-Bass Publishers,1993
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